0.10.7 Patch Notes

This should be deployed tomorrow - Friday, NZ time.

Version 0.10.7
Content:
  • Added a new Intelligence/Strength Support Gem - Minion and Totem Elemental Resistance. This is first offered to the Witch and Templar in Act Two of Normal difficulty, the Shadow and Marauder in Act Three of Normal difficulty and to Rangers and Duelists in Act One of Cruel difficulty.
  • Added a new Strength/Intelligence Support Gem - Increased Burning Damage. This is first offered to the Witch, Templar and Marauder at the Medicine Chest quest in Cruel difficulty and to the other classes in Act Three of Cruel difficulty.
  • Added four new Unique items, two of which were designed by our Diamond supporters. One of these is a Unique Map.
  • Added two new cosmetic microtransactions: Ebony Weapon Effect and Ivory Weapon Effect.
  • Added a new Map mod - "of Ice": Area has patches of Chilled Ground (worth 8% quantity).
  • Added a new Map mod - "Chaining": Monsters' skills chain two additional times (worth 18% quantity).
  • Added a new Flask Mod - "of Staunching": Removes Bleeding.
  • Added a new Flask Mod - "of Grounding": Dispels Shocked.
  • Added new Item Mods - "of the Worthy" and "of the Apt": Reduced attribute requirements to equip an item.
  • Added new Item Mods - "of Shining", "of Light" and "of Radiance": Increased accuracy and light radius.
  • The following Unique items now have custom 3D art: Atziri's Mirror, Matua Tupuna, Prism Guardian, Crest of Perandus, Rise of the Phoenix, Lioneye's Remorse, Rathpith Globe and Daresso's Courage.
  • The following alternate art Unique items that were given out as prizes for Race Season One now have custom 3D art: Facebreaker, Wanderlust, Goldrim, Atziri's Mirror and Demigod's Triumph.
  • The Way Forward quest now requires you to kill a Unique blackguard called Captain Arteri who is guarding the blockage.
  • Changed the mouse cursor to a larger one that is easier to see in a variety of environments and combat situations.
  • Continued to incrementally improve the art, effects and environments and audio.


Features:
  • Skills bound to the middle and right mouse buttons can now be bound to a key instead.
  • The middle mouse button, right mouse button and two additional buttons (mouse4/5) can now be bound to various functions like skills, flasks, item highlighting or opening the inventory.
  • More keys are now available to be bound: insert, home, end, delete and the arrow keys. Keybindings for international keys are still being developed.
  • We have standardised the TCP port that the game uses for instance server connections to one that is less likely to be affected by packet shaping. This may improve network performance with some ISPs.
  • When creating a hardcore character, there's now a warning message explaining that we will not restore dead hardcore characters.
  • Gems on the ground now do not show their level in their name if they are level one.


Balance Changes:
  • The Multistrike support gem's damage penalty is now "Less Attack Damage" rather than "Less Melee Damage". This affects Lightning Strike's projectiles which were not intended to have no penalty with this support gem.
  • Increased the drop rate of Unique items.
  • An Orb of Chance is now much more likely to create common Unique items and less likely to generate uncommon or rare Unique items.


Map Mod Balance Changes:
  • Armoured - quantity bonus increased from 6% to 8%.
  • Capricious - quantity bonus increased from 8% to 14%.
  • Grounded - quantity bonus increased from 6% to 8%.
  • Incombustible - quantity bonus increased from 6% to 8%.
  • Mirrored - quantity bonus increased from 12% to 18%.
  • Molten - quantity bonus increased from 6% to 8%.
  • Punishing - quantity bonus increased from 12% to 18%.
  • Splitting - quantity bonus increased from 12% to 18%.
  • Unwavering - quantity bonus increased from 6% to 12%.
  • of Exposure - quantity bonus increased from 15% to 30%.
  • of Smothering - quantity bonus reduced from 30% to 20%.
  • of Vulnerability - quantity bonus increased from 18% to 25%.


Bug Fixes:
  • If there is no room for items to drop on the ground when a monster dies, they now stack on top of other items rather than not dropping.
  • Fixed a bug where internal teleports inside levels could fail to change the environment.
  • You can no longer close the options panel by opening another panel if there are unsaved changes to the options.
  • Fixed a bug in cut-throat leagues where the experience death penalty would not be awarded to the killer correctly.
  • Fixed a bug where the character says "It would be wrong to do that here" when using the move-only command in town.
  • Fixed the Marauder passive skill that reduced extra critical damage so that it behaves correctly.
  • Fixed a bug where the additional critical damage applied by the Critical Weakness curse didn't work correctly.


Thanks for your feedback and generous support! It's greatly appreciated as always.

Edit: We've renamed "Summon Elemental Resistance" to "Minion and Totem Elemental Resistance" until we can come up with a shorter name that is still clear
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Last edited by Chris on Apr 18, 2013, 6:58:03 PM
"
TheuberClips wrote:
Saw ebony weapon effect on youtube and came to see if patch notes were up, and they are! :D

All in all lovely changes. Curious as to what "summon elemental resist" is, haha.


It increases the elemental resistances of your minions. Maybe it should have been called "Minion" Elemental Resist. Hmm.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
"
Wavestrike wrote:
Thanks for this patch. Thanks a LOT for waiting until people hit 80+ in hardcore to nerf their entire multistrike builds, GGG. You finally made melee/physical damage SOMEWHAT viable, and now it's not even worth using the new gems. Why the fuck isn't freezing pulse hitting the same target 5x with GMP nerfed yet, or rain of arrows with point blank? Fix things that need fixed, or leave them be. If anything multistrike made new options, but now it's pointless because of the massive 40% damage loss, so enemy armor is more effective against it..

Now my level 82 hardcore duelist is completely fucking useless. Won't even be able to sustain living because of doing less damage = less life leech. Bad enough that end-game progression is absurdly based on RNG. And that physical builds completely suck compared to elemental.

I was about to buy the demon king horns too, glad I didn't. Why would I feed a company that does this to it's players any more money? Glad to see you're taking the route of D3 and giving in to complainers about unique drop chance and chance to unique %. What next? Making bosses easier? Give me a break.

You're killing this game. You guys have been a great company up until recently. It's a shame; this game really had potential.


The multistrike+lightning strike builds are still brutally powerful, even though the projectile damage has the penalty applied correctly. I'm sorry that the patch upset you but I think after you've had a chance to test your character and the other changes out, you won't feel so badly about it. A lot of the other issues you've mentioned have fixes coming that are mentioned in the development manifesto.

"
VideoGeemer wrote:
So ... let me see if I'm getting all of this right. Middle and right mouse skills can be bound to keys, but mouse 4 and 5 cannot?

So, if we don't happen to have a mouse with buttons 4 and 5, we are now 2 active skill commands behind the other players?

Or can mouse 4 and 5 be mapped to keys as well?

Great update except for ... well, if this circumstance turns out to be the former.



I think you've read it wrong. There's no disadvantage to having a mouse without buttons 4 and 5. It's just that if you have them, you can treat them like keyboard keys and put skills on them. The UI still only has the Left, Middle, Right (which now can be rebound to work on 1/2 button mice also!) and the five letter ones (which can be assigned to mouse buttons).

"
Dashtun wrote:
"
silverthorne wrote:
"
Increased the drop rate of Unique items.


can you please tell us how much ?


tho i dont know the exact number,it wont be anything significant because it cant be - whats the point of unique items if they drop often...

my wild guess is the increased drop rate will be unnoticable to you unless you farm bosses 24/7


+100%

This change is because we've added so many uniques recently that their individual chances of dropping were getting a lot lower than we intended. It's good for people to find common uniques occasionally so that possible new builds are opened up to them. It's still hard to find the rarer ones.

"
Subprime wrote:
-> I live in Reunion Island and I need to run PoE through tunneling to get a stable 250ms latency.
Will this patch change the actual list of outgoing ports ?


"
Thomas wrote:
The (currently) full list of outgoing ports is:

80
8095
12995
20481
and the range 32768 - 61000

The client doesn't require any incoming ports.


Thanks!


Port 6112 instead of that variable range.

"
Finnien wrote:
I'm just disappointed all the underwhelming gems lately aren't getting fixed, the one aspect of multistrike people were excited about is getting removed, and there are none of the melee fixes that they've acknowledged are sorely needed. I've been trying to find something new and fun to play since all my stuff got hacked and stolen, and so far every new gem is either hugely situational/niche, or just plain underwhelming. Melee splash/multistrike don't help melee compete with things like lightning arrow and freezing pulse on straight damage, much less with all the survivability issues they already have. If patch notes read 'multistrike has been changed so it doesn't work with projectiles, its damage reduction has been reduced by 10-15%, and melee splash radius has been increased by 20%', then my reaction might be different. As it is, I see pointless affixes and map mods added, even more gems I don't care about to stack next to incinerate and searing bond and such, and nothing to fix the major issues that dominate the game.

I don't know, maybe my expectations were too high. But every week I look at what's new, and every week I'm disappointed, and no new competitive builds are emerging to try out. I just don't see the point of adding all these new skills when none of them are remotely competitive with what we already have.


We can't control the speed that players find the good builds. We know of a lot of powerful combos that are only just being touched on by the players. We don't add gems for no reason - it's just that the ones that have been in the game for ages are the ones that people understand how to break better because they've had longer with them. You may look at "Increased Burning Damage" and write it off as irrelevant, but it has some pretty awesome combos that we'll certainly see as top tier builds.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
Last edited by Chris on Apr 18, 2013, 7:25:00 AM

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